class weaponconfig extends Mutator
	config(UnitedMut_WeaponCfg);

var string string1, string2, string3;
var class<class> class1, class2, class3;

var array< class<KFWeaponPickup> AdditionalWeapons;
var class<KFWeaponPickup> Pickup;
var class<KFWeapon> Weapon;
var class<WeaponFire> Fire[2];

struct WeaponInfo
{
	var string WeaponClass;
	var int Damage;
	var int DamageMult;
	var float HeadMult;
	var int Price;
	var float PriceMult;
	var int AmmoMax;
	var float AmmoMult;
	var int MagAmmoMax;
	var float MagAmmoMult;
};
var config array<WeaponInfo> WeaponCFG;

simulated function PreBeginPlay()
{
	local int i;
	local class<Weapon> WClass;
	local class<InstantFire> FClass;
	for (i=0; i<WeaponCFG.Length; i++)
	{
		Weapon = class<Weapon>(DynamicLoadObject(WeaponCFG[i].WeaponClass, Class'Class'));
		if (Weapon==none)
			continue;
		FClass = class<InstantFire>(DynamicLoadObject(string(WClass.default.FireModeClass[0]), Class'Class'));
	}
	
}
//--------------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------------
defaultproperties
{
	
}